Hi Robert, To answer the question about the two views, i'll have to explain the problem
that made us to use the two views. We have a terrain and an airplane... the problem is the terrain has a lot of decals and was giving z-fighting problems. The terrain is generated by a 3rd party software so we are limited in adding anykind of bias to the decals or objects causing the z-problem. To solve this problem we decided to render the plane in one we and the terrain in another. This way the near-far plane is shorter for each view allowing us greater z precision. The z fighting problem disappeared and we are happy, but we never really did find an "elegant" way of syncing the two cameras. Perhaps there is a better solution to this problem, if so I would love to hear it. We talked about using slave cameras to solve the problem, don't know if this is the way but I was going to do some testing with it tommorow. You last suggestion about copying all view setting is also something we have talked about, but again before taking that direction I wanted to hear if there was an "elegant" way instead of the more "hacked" way of doing it. regards, Peter Wraae Marino On Tue, Nov 4, 2008 at 3:52 PM, Robert Osfield <[EMAIL PROTECTED]>wrote: > Hi Peter, > > On Tue, Nov 4, 2008 at 2:21 PM, Peter Wraae Marino <[EMAIL PROTECTED]> > wrote: > > when having a composite view I have two camera, one for each view. > > Is there an elegant way of syncing these two cameras? so they have > > the same fov, position, direction, and so on... > > What is different between the two Views? I do wonder if a single View > with two slave Cameras might not be more suitable. > > If you do have two different View's such as with two different scene > graphs then perhaps sharing a single CameraManipulator between the two > views might do the trick - I've never tried this though so odd things > might happen. > > The other approach would be to attach a CameraManipulator to one View, > then on each frame copy the first view's Camera settings to the second > View. You'd need to break the viewer.frame() up into it's parts so > you could do the sync just before the call to renderingTraversals(). > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Regards, Peter Wraae Marino www.osghelp.com - OpenSceneGraph support site
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